Yup.. I downloaded it through the link which u had posted in the DOTween Actions post http://hutonggames.com/playmakerforum/index.php?topic=10303.0.. v1.1 I think.. But I dint touch the loop settings at all coz I dont want any looping..I just need a simple value change over the given duration.... Should I edit anything in the script??

OK so there is still no exclusive solution for this.. I can make a playmaker action for this.. Where you can just input as many strings as you want separated by a space..The action will then put all of these variables into a single array object (of any type Object[]) and you can then send this object through the RPC.. And then I will make an another action that takes this received array object and separates the values in it and store it in given variables... I just want to know if its possible to send an array through the RPC broadcast event ??

I saw the new animator state sync feature in the forums recently and wanted to know how I can use it to synchronize the animation of a character over the network??..I'm using photon with Playmaker.. Anyone know how it can be done?

I have gone through the Demo Worker scene as well.. But its a very simple implementation of the prediction system and that method is not going to cut it.. As I'm making a MOBA game, precise prediction is of paramount importance!!.. So I'm looking to build a complex prediction system in Playmaker taking ping, packet loss etc into account..

I'm making a MOBA game prototype using unity and playmaker.. I'm using the latest 1.8 with unity 5.3.2.. And I'm using Photon for my networking.. I've done a real-time multiplayer in unity before, so I have some experience developing it.. But this is the first time I'm using playmaker to do it.. And I'm kinda confused how to go about all of it..

In my previous project I had made a prediction system to cope with the network latency..Somewhat similar to the dead reckoning technique.. And it worked out really well.. I want to do the same now, but using playmaker.. Its a little laborious to use the built-in actions in playmaker to achieve what I'm trying to make here..This is my basic movement FSM to handle the movements of the local player -

I have another FSM where I continuously update the network synced position vectors..As you can see in this FSM I just have one state 'Get synced to player Position', where I hopelessly try to synchronize the position and rotation as its received from the client..I tried to use vector3 Lerp action to interpolate between the objects current position and the position received from the client... Of course its not enough and the movements are unbelievably jittery..

Should I make a custom action for it? I need to take the sent time and received time into account, and use some of the dead reckoning techniques to smoothly extrapolate the object.. Like how to get the time stamp in PhotonMessageInfo as in

Or in general, I'd really appreciate if someone could point me the right direction.. As in making a Real Time Multiplayer in Playmaker tutorial or something like that.. I have gone through many tutorials and docs on making an RT multiplayer, so I'm not looking for any general coding stuff.. I'm looking for some tutorial or doc showing how to do this in playmaker in particular... Anything works.. I just want to know where to start.. Sorry if my question is very confusing.. its because I'm not even sure what to ask for in terms of playmaker.. As my profile says, I'm a Playmaker newbie..

Hey,I'm using Playmaker 1.8RC43 with unity 5.3.2 and I'm having trouble with selecting an FSM or a gameobject through the PM editor.. It doesnt work after opening unity and playing/stopping the scene once.. Ofcourse I can edit the FSM by selecting the GO in scene and clicking on 'edit' on the FSM component, but that method is not convenient to do all the time..This issue was not there before RC42 if I'm right..

Oh I got it..This is my first time using PM, so I was not sure about how to update .. Anyways I checked the issue and its definitely resolved now.. All changes are being saved.. Thanks a lot.. Cheers!!

Hey, I still have the same issue.. I just updated playmaker frm the assetstore.. Actually I'm not sure if it got updated, bcoz I dint see the update button.. It downloaded the package and imported it again.. And while importing all the files were greyed out except for some sprites.. I'm not sure how to update..

But the problem is still there.. All the changes are reverted back once I CLose and Open it again..

Hi,I'm having this very weird and frustrating issue while using playmaker. When I make changes to PM (like adding states and changing values), the changes wont be there the next time I open the project.. And the frustrating part is that this does not happen everytime, only sometimes..making changes to the FSMs doesnt bring up the asterisk in Unity, so I've made a habit of manually saving the changes everytime.. As I'm typing, I'm seeing that none of the changes I made to the project yesterday were saved.. I, just now, tried testing this problem by making changes and exiting without manually saving and it works (the changes are saved).. this problem occurs only sometimes.. I'm not sure under what circumstances..Am I the only one with this issue??